Let's simplify things to avoid my grammatical errors. I never wanted the tutorial to be more difficult. It should let you buy consumables and provisions to use during the first battle against real players (after you buy your first Tier 2 tank) because current tutorial forces players to press "battle" button instead of buying consumables and provisions.

What he's saying is that they need to learn the basics, like long and shooting, provisions and consumables can come later.

Ribble,
One thing that was discussed in another General Forum thread was, “how to improve the (new) player base.” Several responses/ideas centered around incentivizing players to watch training videos on YouTube. Incentives could include boosters, gold, etc. - and players could learn about sidescraping, camo, angling, platooning, using gun depression, etc. etc.
You could also implement tutorials in game (and reward with gold if wanted, or just make it a prerequisite). As you move up tiers and through different lines, you get different tutorials. Lights - how to spot, how to flank, 2nd line support, etc. - at multiple points in the tech tree. Heavies - how to sidescrape, abc’s or armor angling, etc. You obviously could put requirements for buying premiums in as well.
Basic premise with all of this - there are ways to incent players to play more (WG wins), improve the new player experience (they win because they’d win more and get rewarded for learning), and improve the player base (loyal fan base wins, as this is probably our biggest concern).
Would appreciate your thoughts on all of this. Thanks.

Ribble,
One thing that was discussed in another General Forum thread was, “how to improve the (new) player base.” Several responses/ideas centered around incentivizing players to watch training videos on YouTube. Incentives could include boosters, gold, etc. - and players could learn about sidescraping, camo, angling, platooning, using gun depression, etc. etc.
You could also implement tutorials in game (and reward with gold if wanted, or just make it a prerequisite). As you move up tiers and through different lines, you get different tutorials. Lights - how to spot, how to flank, 2nd line support, etc. - at multiple points in the tech tree. Heavies - how to sidescrape, abc’s or armor angling, etc. You obviously could put requirements for buying premiums in as well.
Basic premise with all of this - there are ways to incent players to play more (WG wins), improve the new player experience (they win because they’d win more and get rewarded for learning), and improve the player base (loyal fan base wins, as this is probably our biggest concern).
Would appreciate your thoughts on all of this. Thanks.

This is indeed a pressing issue. There has been an abundance of low skilled noobs lately. Several times that I checked today, There were only 2 people above 50% win rate in the whole match counting both teams.

Ribble,
One thing that was discussed in another General Forum thread was, “how to improve the (new) player base.” Several responses/ideas centered around incentivizing players to watch training videos on YouTube. Incentives could include boosters, gold, etc. - and players could learn about sidescraping, camo, angling, platooning, using gun depression, etc. etc.
You could also implement tutorials in game (and reward with gold if wanted, or just make it a prerequisite). As you move up tiers and through different lines, you get different tutorials. Lights - how to spot, how to flank, 2nd line support, etc. - at multiple points in the tech tree. Heavies - how to sidescrape, abc’s or armor angling, etc. You obviously could put requirements for buying premiums in as well.
Basic premise with all of this - there are ways to incent players to play more (WG wins), improve the new player experience (they win because they’d win more and get rewarded for learning), and improve the player base (loyal fan base wins, as this is probably our biggest concern).
Would appreciate your thoughts on all of this. Thanks.

I see your point, SJK. But i don't think it's a good idea - to motivate people doing smth so strictly. There are a lot of incentives to play better, to improve skill and to learn how to do it. The higher your skill the higher your chances of getting more XP, credits (in single battle) or much more valuable rewards (like event vehicles).

I truly believe that there is only one way of becoming better player - self-motivation. Player should want to become better by himself - only then he will search for videos, test new maneuvers in training rooms, try different tactics in battle and so on.

I see your point, SJK. But i don't think it's a good idea - to motivate people doing smth so strictly. There are a lot of incentives to play better, to improve skill and to learn how to do it. The higher your skill the higher your chances of getting more XP, credits (in single battle) or much more valuable rewards (like event vehicles).

I truly believe that there is only one way of becoming better player - self-motivation. Player should want to become better by himself - only then he will search for videos, test new maneuvers in training rooms, try different tactics in battle and so on.

When the average player age seems to be 3 and the average player IQ seems to be 30 the players with the incentive to get better are <2%. At least say the higher the tier you have it doesn’t affect your level of play.

I see your point, SJK. But i don't think it's a good idea - to motivate people doing smth so strictly. There are a lot of incentives to play better, to improve skill and to learn how to do it. The higher your skill the higher your chances of getting more XP, credits (in single battle) or much more valuable rewards (like event vehicles).

I truly believe that there is only one way of becoming better player - self-motivation. Player should want to become better by himself - only then he will search for videos, test new maneuvers in training rooms, try different tactics in battle and so on.

Thanks for the response. A few follow-up comments, as I’m not sure the motivation is the real issue.

1) Watching the videos could be optional, and yes, giving an incentive to watch them may motivate some (probably a lot of) players to watch them that otherwise wouldn’t. So, we could set aside for now the concept of incentives.

2) We can set aside for now the concept of prequisite training for tiers/types.

3) The real point is putting the information/ instruction of how to get better at the player base’s fingertips. I, for one, didn’t know about videos on YouTube, or the forums, etc. for quite a while after I started playing. Once I did, I ate it up (to your point, I was self-motivated). But, I wouldn’t have struggled nearly as much in my first 5K games if I had known about those resources earlier. So, what about simply offering those training opportunities to the player base at selected points without prerequisites or incentives? (“Hey, you just bought the German Bulldog - it’s a great tank! Would you like to learn how to make the most of your light tank’s camo abilities to annihilate your enemies? Here’s a link on how to do just that!”. Etc etc.

I don’t disagree that self-motivation is the biggest factor in developing players for the long term, but for me it’s a question of, “how can we help them maximize their self-motivation to ramp up their skills?”

Thanks for the response. A few follow-up comments, as I’m not sure the motivation is the real issue.

1) Watching the videos could be optional, and yes, giving an incentive to watch them may motivate some (probably a lot of) players to watch them that otherwise wouldn’t. So, we could set aside for now the concept of incentives.

2) We can set aside for now the concept of prequisite training for tiers/types.

3) The real point is putting the information/ instruction of how to get better at the player base’s fingertips. I, for one, didn’t know about videos on YouTube, or the forums, etc. for quite a while after I started playing. Once I did, I ate it up (to your point, I was self-motivated). But, I wouldn’t have struggled nearly as much in my first 5K games if I had known about those resources earlier. So, what about simply offering those training opportunities to the player base at selected points without prerequisites or incentives? (“Hey, you just bought the German Bulldog - it’s a great tank! Would you like to learn how to make the most of your light tank’s camo abilities to annihilate your enemies? Here’s a link on how to do just that!”. Etc etc.

I don’t disagree that self-motivation is the biggest factor in developing players for the long term, but for me it’s a question of, “how can we help them maximize their self-motivation to ramp up their skills?”

Thanks for listening... :-)

Offering and maximizing? I like it)
We're working on new tutorial videos by the way and consider how to deliver them to players efficiently.

FCM-36? No plans for new French vehicles for near future. Maybe later, so stay tuned )

No bundles this time...

Thanks for the responses to our questions. I was prepared to spend money on things like bundles. But there’s no way I’m spending my money on the chance I might win something. I hope this business model works for WG. I have spent lots of money on this game. But not on gambling.

FCM-36? No plans for new French vehicles for near future. Maybe later, so stay tuned )

No bundles this time...

Sorry to hear that. FYI, I've submitted WG to Hawaiian State Congressman Chris Lee to be added to the list of companies using the loot box business model. If you don't know what that means, he will be introducing legislation to either regulate or ban loot boxes in video games. All it takes is that 1st domino to fall and the loot box model will be gone. Good luck when that happens.

Players have been playing how they want since the 90s and no amount of crying will change that. If you can't handle that cold hard fact, you're mentally too fragile to be gaming. Deal with it.

Sorry to hear that. FYI, I've submitted WG to Hawaiian State Congressman Chris Lee to be added to the list of companies using the loot box business model. If you don't know what that means, he will be introducing legislation to either regulate or ban loot boxes in video games. All it takes is that 1st domino to fall and the loot box model will be gone. Good luck when that happens.